Little Last Problem
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Little Last Problem
Hi after having compiled my map.. i can run it in spring, but i don`t see the skybox and i get a totaly uhm.. lilapink coloured groundtexture. The Minimap works, and the Gras has the Colour of the expected Landscape under it...
Thx
what would i do without u- i messed around, i even had the sky mirroring the cat-puked- pink ground and so on...
I didn`t rename any of the Files, just the Archive... oh, maybe - yes, i wrote into the mapper -o C:\MapConv\MapConv\Yilith.smd
that`s it...
Thousand thx
What i am working on.... renderd in Max.. hope it works

I didn`t rename any of the Files, just the Archive... oh, maybe - yes, i wrote into the mapper -o C:\MapConv\MapConv\Yilith.smd
that`s it...
Thousand thx
What i am working on.... renderd in Max.. hope it works
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Using Imageshack - and didn`t solve the Problems

And i m shure now that i don`t have renamed any file - ii resized them, compiled them and packed them right away into sd7 with 7 Zip - l followed the Rule of the Power of Two. Her is the Comandline in the Mapper - mapconv.exe -x 180 -n -55 -l -i
-m C:\MapConv\MapConv\Metal.bmp
-a C:\MapConv\MapConv\Height.bmp
-t C:\MapConv\MapConv\texture.bmp
-o C:\MapConv\MapConv\Yilith.smd
-f C:\MapConv\MapConv\feature.bmp
-c 0.2
And that`s my smd.. it can`t be the Troublemaker, cause i replaced nearly every part of it during the Tests - with SmallDivide.smd, Mars.smd, RedHaven.smd - but anyway here is it...
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Planets were Stones and those Gems had History- Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits right between the Eyes and kills the Giant!;
TidalStrength=25;
Gravity=130;
MaxMetal=1,2;
ExtractorRadius=30;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0,2;
CloudColor=0 0 0;
SkyColor=1 0,38 0;
SunColor=1 0,71 0;
CloudDensity= 0.32;
MinWind=1;
MaxWind=28;
Skybox=BurningSkz.dds
}
[WATER]
{
WaterSurfaceColor=0 0,35 0,19;
WaterPlaneColor=0 0,45 0,52;
WaterBaseColor=0,4 0,5 0,72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0,35;
}
[LIGHT]
{
SunDir=0,098 0,502 -0,489;
GroundAmbiantColor=1 0,5 0;
GroundSunColor=1 0,6 0;
GroundShadowDensity=0,5;
UnitAmbiantColor=0,03 0,58 0,26;
UnitSunColor=0,03 0,58 0,26;
SpecularSunColor=1 0,74 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=10000;
}
[TEAM2]
{
StartPosX=10000;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Here is another Shot - in Spring ;)
http://img507.imageshack.us/my.php?imag ... 0002jj.jpg
Man i v tried everything... how should i ever get a cookie without having a map...
Man i v tried everything... how should i ever get a cookie without having a map...
Replaced the comas with dots, but i think that was my mistake nothing to do with the SMD- Creator - which is by the Way one of the Greatest tools for Noobs like me to understand the Data within a SMD - File..
Result of the Dots... The Sky is no more mirroring my Level, it is bright white - the Lights are working now - i played a round, but the Texture still doesent work... sigh...
Thx for all the Replys...
Result of the Dots... The Sky is no more mirroring my Level, it is bright white - the Lights are working now - i played a round, but the Texture still doesent work... sigh...
Thx for all the Replys...
What began as a conflict over the transfer of a map from texture into spring escalated into a war which has decimated a million nerves. The Converterand the Photoshop have all but exhausted the resources of a galaxy in their struggle for domination. Both sides now crippled beyond repair, the remnants of their armies continue to battle on ravaged smds and smts, their hatred fueled by over four thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.
Fun aside, recent news.. i know now that the Problem has nothing to do with the Texture File, i replaced them, just for Testing Proposels with a new easy Tilefile - and it didn`t work as expected. Can you release a do-it-yourself map- by including the smdconverter and the mapconverter into the File =) ?
Fun aside, recent news.. i know now that the Problem has nothing to do with the Texture File, i replaced them, just for Testing Proposels with a new easy Tilefile - and it didn`t work as expected. Can you release a do-it-yourself map- by including the smdconverter and the mapconverter into the File =) ?
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
If your having a prob with your skybox I see a small prob with your SMD.
You are missing a ; at the end, it should be like this:
Skybox=BurningSkz.dds;
As far as grass goes it is always the same color as the landscape under it.
If you have any more probs with the map please be a bit more clear on the prob, from your chat I'm not 100% sure what trouble your having.
Skybox=BurningSkz.dds//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Planets were Stones and those Gems had History- Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits right between the Eyes and kills the Giant!;
TidalStrength=25;
Gravity=130;
MaxMetal=1,2;
ExtractorRadius=30;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0,2;
CloudColor=0 0 0;
SkyColor=1 0,38 0;
SunColor=1 0,71 0;
CloudDensity= 0.32;
MinWind=1;
MaxWind=28;
Skybox=BurningSkz.dds
}
[WATER]
{
WaterSurfaceColor=0 0,35 0,19;
WaterPlaneColor=0 0,45 0,52;
WaterBaseColor=0,4 0,5 0,72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0,35;
}
[LIGHT]
{
SunDir=0,098 0,502 -0,489;
GroundAmbiantColor=1 0,5 0;
GroundSunColor=1 0,6 0;
GroundShadowDensity=0,5;
UnitAmbiantColor=0,03 0,58 0,26;
UnitSunColor=0,03 0,58 0,26;
SpecularSunColor=1 0,74 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=10000;
}
[TEAM2]
{
StartPosX=10000;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
You are missing a ; at the end, it should be like this:
Skybox=BurningSkz.dds;
As far as grass goes it is always the same color as the landscape under it.
If you have any more probs with the map please be a bit more clear on the prob, from your chat I'm not 100% sure what trouble your having.
Error fixed, thx a lot...
Well the MainProblem is- that the Texture of the Landscape is not showing. The Minimap works and the Gras has the Colour of the Texture - but the Colours itself are missing. The whole Ground is pink - the Detail Texture works, so it looks like a pink desert...
I tried again, the Skybox is still white - but the water has now a green colour- does a skybox work with Fog?
Updatete SMD File Follows
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Worlds were Jewels, if those Gems had History. Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits the Giant right between the Eyes.;
TidalStrength=25;
Gravity=130;
MaxMetal=0.5;
ExtractorRadius=165;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0.2;
CloudColor=0 0 0;
SkyColor=1 0.38 0;
SunColor=1 0.71 0;
CloudDensity=0.32;
MinWind=1;
MaxWind=28;
Skybox=Burningskz.dds;
}
[WATER]
{
WaterSurfaceColor=0 0.35 0.19;
WaterPlaneColor=0 0.45 0.52;
WaterBaseColor=0.4 0.5 0.72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0.35;
}
[LIGHT]
{
SunDir=0.098 0.502 -0.489;
GroundAmbiantColor=0 0.5 0.12
GroundSunColor=1 0.56 0;
GroundShadowDensity=0.5;
UnitAmbiantColor=0.18 0.79 0.15;
UnitSunColor=0.18 0.79 0.15;
SpecularSunColor=1 0.78 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=7800;
}
[TEAM2]
{
StartPosX=7800;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Well the MainProblem is- that the Texture of the Landscape is not showing. The Minimap works and the Gras has the Colour of the Texture - but the Colours itself are missing. The whole Ground is pink - the Detail Texture works, so it looks like a pink desert...
I tried again, the Skybox is still white - but the water has now a green colour- does a skybox work with Fog?
Updatete SMD File Follows
//Compiled by Maelstroms SMD Creator version 3.5
[MAP]
{
Description=If Worlds were Jewels, if those Gems had History. Empyrean would be the Crown Jewel and Yilith the bloody Stone that hits the Giant right between the Eyes.;
TidalStrength=25;
Gravity=130;
MaxMetal=0.5;
ExtractorRadius=165;
MapHardness=275;
[ATMOSPHERE]
{
FogColor=1 1 1;
FogStart=0.2;
CloudColor=0 0 0;
SkyColor=1 0.38 0;
SunColor=1 0.71 0;
CloudDensity=0.32;
MinWind=1;
MaxWind=28;
Skybox=Burningskz.dds;
}
[WATER]
{
WaterSurfaceColor=0 0.35 0.19;
WaterPlaneColor=0 0.45 0.52;
WaterBaseColor=0.4 0.5 0.72;
WaterAbsorb=1 1 1;
WaterMinColor=0 0 0.35;
}
[LIGHT]
{
SunDir=0.098 0.502 -0.489;
GroundAmbiantColor=0 0.5 0.12
GroundSunColor=1 0.56 0;
GroundShadowDensity=0.5;
UnitAmbiantColor=0.18 0.79 0.15;
UnitSunColor=0.18 0.79 0.15;
SpecularSunColor=1 0.78 0;
}
[TERRAINTYPE0]
{
name=Default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TEAM0]
{
StartPosX=100;
StartPosZ=100;
}
[TEAM1]
{
StartPosX=100;
StartPosZ=7800;
}
[TEAM2]
{
StartPosX=7800;
StartPosZ=100;
}
[TEAM3]
{
StartPosX=7800;
StartPosZ=7800;
}
}
Last edited by PicassoCT on 26 Feb 2006, 16:06, edited 1 time in total.
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
Just to be clear. Your Texture map is not showing up? Is your Texture map image a .bmp or .jpg? Witch ever it is you must make sure that it is the same in the Mapper.bat file.
Here is a Mapper.bat I'm using for a map in the works, maby this will help.
@ECHO OFF
ECHO
ECHO.
ECHO Edit this file in notepad.
ECHO.
ECHO Make sure all map bitmaps are present in the same directory as Mapconv.
ECHO.
ECHO Mapconv help will now display.
mapconv -help
ECHO MapConv will now run again with the parameters you have added. If you haven't touched this file yet, something bad will probably happen.
pause
REM Edit below.
mapconv.exe -i -x 430 -n -30 -m Metal.bmp -a Height.bmp -t Texture.bmp -o Galactic_Abyss.smf -f Featuremap.bmp -c 0.8
pause
With this map I place all the files and images into one folder for compiling.
Note that it says "-t Texture.bmp" so my texture image must be a .bmp
if my texture image is a .jpg then it would be set up like this "-t Texture.jpg"
I hope that some of this might help.
Here is a Mapper.bat I'm using for a map in the works, maby this will help.
@ECHO OFF
ECHO
ECHO.
ECHO Edit this file in notepad.
ECHO.
ECHO Make sure all map bitmaps are present in the same directory as Mapconv.
ECHO.
ECHO Mapconv help will now display.
mapconv -help
ECHO MapConv will now run again with the parameters you have added. If you haven't touched this file yet, something bad will probably happen.
pause
REM Edit below.
mapconv.exe -i -x 430 -n -30 -m Metal.bmp -a Height.bmp -t Texture.bmp -o Galactic_Abyss.smf -f Featuremap.bmp -c 0.8
pause
With this map I place all the files and images into one folder for compiling.
Note that it says "-t Texture.bmp" so my texture image must be a .bmp
if my texture image is a .jpg then it would be set up like this "-t Texture.jpg"
I hope that some of this might help.
Thanx for answering, but the Compiler is running through, the Texture is named correct - i checked it ...
mapconv.exe -x 180 -n -55 -l -i -m C:\MapConv\MapConv\Metal.bmp -a C:\MapConv\MapConv\Height.bmp -t C:\MapConv\MapConv\texture.bmp -o C:\MapConv\MapConv\Yilith.smf -f C:\MapConv\MapConv\feature.bmp -c 0.2
Everything bad, has its good thing ... i worked over some Details...- maybee i make a second rendering..
mapconv.exe -x 180 -n -55 -l -i -m C:\MapConv\MapConv\Metal.bmp -a C:\MapConv\MapConv\Height.bmp -t C:\MapConv\MapConv\texture.bmp -o C:\MapConv\MapConv\Yilith.smf -f C:\MapConv\MapConv\feature.bmp -c 0.2
Everything bad, has its good thing ... i worked over some Details...- maybee i make a second rendering..
Some thrings i found out...
Well - i tried my map now, for that many times.. still without the Texture, but with some intersting find outs... - you can by very precise Heightmapping, create Rushstopers... who can be deactivated with the deformable Terrain. Another Thing that is worth beeing mentioned - is setting a Geo close beneath the water surface - you can raise it, by firing rockets in the ground besides... Another Thing i did, was a big Nukeho between to rivers - so constructionsubs and jammed FARKs and when the Enemy fleet drives through - rising the Level back to normal, then Disintegrator or stunn and capture...
On my way
Lets pray that it will work... i want to go on, make another... i have already some ideas.. and some Heightmap modells in Max...
Well if i die before this map starts to work.. someone else finnish this task..
Well if i die before this map starts to work.. someone else finnish this task..
